10#define SOUND_WAVE_SAMPLES_PER_SECOND 250
12#if defined(WITH_AUDASPACE)
13# include <AUD_Device.h>
45struct bSound *BKE_sound_new_buffer(
struct Main *bmain,
struct bSound *source);
47struct bSound *BKE_sound_new_limiter(
struct Main *bmain,
100 const char *filepath,
104#if defined(WITH_AUDASPACE)
105AUD_Device *BKE_sound_mixdown(
const struct Scene *scene,
106 AUD_DeviceSpecs specs,
129 struct Scene *scene,
struct Strip *sequence,
int startframe,
int endframe,
int frameskip);
134 struct Scene *scene,
struct Strip *sequence,
int startframe,
int endframe,
int frameskip);
146 double audio_offset);
void BKE_sound_set_scene_sound_pan_at_frame(void *handle, int frame, float pan, char animated)
float BKE_sound_get_length(struct Main *bmain, struct bSound *sound)
void BKE_sound_jack_sync_callback_set(SoundJackSyncCallback callback)
void BKE_sound_create_scene(struct Scene *scene)
void BKE_sound_seek_scene(struct Main *bmain, struct Scene *scene)
void * BKE_sound_get_factory(void *sound)
char ** BKE_sound_get_device_names()
void BKE_sound_set_scene_volume(struct Scene *scene, float volume)
double BKE_sound_sync_scene(struct Scene *scene)
bool BKE_sound_info_get(struct Main *main, struct bSound *sound, SoundInfo *sound_info)
void BKE_sound_evaluate(struct Depsgraph *depsgraph, struct Main *bmain, struct bSound *sound)
void BKE_sound_read_waveform(struct Main *bmain, struct bSound *sound, bool *stop)
void BKE_sound_ensure_loaded(struct Main *bmain, struct bSound *sound)
void BKE_sound_jack_scene_update(struct Scene *scene, int mode, double time)
struct bSound * BKE_sound_new_file(struct Main *bmain, const char *filepath)
void(* SoundJackSyncCallback)(struct Main *bmain, int mode, double time)
void BKE_sound_reset_scene_specs(struct Scene *scene)
void BKE_sound_mute_scene(struct Scene *scene, int muted)
void BKE_sound_move_scene_sound(const struct Scene *scene, void *handle, int startframe, int endframe, int frameskip, double audio_offset)
void BKE_sound_init(struct Main *bmain)
void BKE_sound_ensure_scene(struct Scene *scene)
void BKE_sound_exit_once()
void BKE_sound_set_scene_sound_time_stretch_constant_range(void *handle, int frame_start, int frame_end, float time_stretch)
void * BKE_sound_scene_add_scene_sound_defaults(struct Scene *scene, struct Strip *sequence)
void BKE_sound_refresh_callback_bmain(struct Main *bmain)
void * BKE_sound_add_scene_sound_defaults(struct Scene *scene, struct Strip *sequence)
void BKE_sound_reset_scene_runtime(struct Scene *scene)
void BKE_sound_stop_scene(struct Scene *scene)
struct bSound * BKE_sound_new_file_exists_ex(struct Main *bmain, const char *filepath, bool *r_exists)
void BKE_sound_cache(struct bSound *sound)
bool BKE_sound_stream_info_get(struct Main *main, const char *filepath, int stream, SoundStreamInfo *sound_info)
void BKE_sound_set_scene_sound_volume_at_frame(void *handle, int frame, float volume, char animated)
void BKE_sound_update_scene_listener(struct Scene *scene)
void BKE_sound_load(struct Main *bmain, struct bSound *sound)
void BKE_sound_update_scene_sound(void *handle, struct bSound *sound)
void BKE_sound_force_device(const char *device)
void * BKE_sound_add_scene_sound(struct Scene *scene, struct Strip *sequence, int startframe, int endframe, int frameskip)
void BKE_sound_set_scene_sound_pitch_constant_range(void *handle, int frame_start, int frame_end, float pitch)
void BKE_sound_update_sequencer(struct Main *main, struct bSound *sound)
void BKE_sound_init_once()
void BKE_sound_mute_scene_sound(void *handle, bool mute)
struct bSound * BKE_sound_new_file_exists(struct Main *bmain, const char *filepath)
void * BKE_sound_scene_add_scene_sound(struct Scene *scene, struct Strip *sequence, int startframe, int endframe, int frameskip)
void * BKE_sound_ensure_time_stretch_effect(void *sound_handle, void *sequence_handle, float fps)
void BKE_sound_destroy_scene(struct Scene *scene)
void BKE_sound_set_scene_sound_time_stretch_at_frame(void *handle, int frame, float time_stretch, char animated)
void BKE_sound_free_waveform(struct bSound *sound)
void BKE_sound_update_sequence_handle(void *handle, void *sound_handle)
void BKE_sound_reset_runtime(struct bSound *sound)
void BKE_sound_remove_scene_sound(struct Scene *scene, void *handle)
void BKE_sound_set_scene_sound_pitch_at_frame(void *handle, int frame, float pitch, char animated)
void BKE_sound_play_scene(struct Scene *scene)
void BKE_sound_update_scene(struct Depsgraph *depsgraph, struct Scene *scene)
void BKE_sound_delete_cache(struct bSound *sound)
void BKE_sound_update_fps(struct Main *bmain, struct Scene *scene)
@ SOUND_CHANNELS_SURROUND5
@ SOUND_CHANNELS_SURROUND61
@ SOUND_CHANNELS_STEREO_LFE
@ SOUND_CHANNELS_SURROUND71
@ SOUND_CHANNELS_SURROUND51
@ SOUND_CHANNELS_SURROUND4
void BKE_sound_move_scene_sound_defaults(struct Scene *scene, struct Strip *sequence)
BPy_StructRNA * depsgraph
struct SoundInfo::@351331251115247062377132230300211145252373324171 specs